Commit Graph

81 Commits

Author SHA1 Message Date
bawhoppen
3e4d747b77 Adds desc to things lacking them. (#31086)
* Desc change

* Update girders.dm

* Update valve.dm

* Update machine_stacking.dm

* Update shuttle_engines.dm

* Update pipe_dispenser.dm

* Update lib_items.dm
2017-10-02 09:07:10 +13:00
kingofkosmos
6a1bb42630 You can now examine an airlock to find out how to construct/deconstruct it (#30605)
* Tweaks rwall construction examine-messages.

* Tweaks window construction examine-messages.

* Added airlock construction examine messages.

* Typo fix.

* Shortened the airlock electronics circuit message.

* Fixed examine text styles.

* Fixes.

* Fixed wall-examine showing on rwalls.

* Made wall and rwall decon hints into a proc. Probably overrode the examine() wrong.

* I missed a > in span. Reinforced falsewall now deconstructs with wirecutters and looks like a real rwall. Changed to a more classy istype-check.

* New reinforced fakewall examine- and attackby-subtypes to get rid of if-istype-reinforced-checks.

* Removed unnecessary rwall-examine.

* Sound full path.
2017-10-01 01:03:43 -04:00
ShizCalev
62229e5c70 Makes building with plasma glass a thing. (#30800)
* Makes building with plasma glass a thing.

* Updated grille.dm
2017-09-17 16:06:13 -04:00
Ian Turk
7460f2c5b8 Replaced flags with flags_1 2017-08-16 13:01:15 -06:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
ShizCalev
59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
Joan Lung
1feb0021a1 Removes now-unnecessary obj_integrity definitions 2017-07-08 14:02:50 -04:00
Lzimann
3e34eb9e3f Changes all sounds to be lower case, plus standardizes their references 2017-06-11 00:38:45 -03:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Firecage
3648991237 Adds Titanium Airlocks (#22141)
* Adds Titanium Airlocks

* Adds Glass titanium airlock, and non-functional assembly for it.
2016-12-17 10:29:02 +13:00
Joan Lung
a3be7a9226 Refactors toolspeed to be a multiplier instead of a divisor 2016-12-09 16:55:51 -05:00
Kyle Spier-Swenson
dedb16826e Speeds up world init. (93s -> 49s) (#21992)
* Speeds up world init.

* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
  * (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)

* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)

* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.

* Fixes runtime with atmos backpack water tanks.

* Makes smoothing faster (and fixes turfs smoothing twice at init)

* Makes apcs init faster by replacing some spawns with addtimer

* fix transit turfs.
2016-12-08 21:50:15 +13:00
Cuboos
bf079d29d4 POWER TOOLS TAKE 2. (#20923)
New power tools for the CE! It's like goof's golden tools but less memey and makes more sense, power tools are much faster than normal tools and take the place of two.

Hand drill, activate to switch between between screwdriver bit and bolt bit (screwdriver/wrench)

Jaws of life, activate to switch between a cutting head and prying head, can also open powered doors like a xeno. Cutting head cuts your head off if you suicide with them. I wanted to make the prying head gib your head but i couldn't figure it out.

Reworked how construction handles sounds and added a new "usesound" var to obj/items. This is useful if you want to add another tool or item that makes a send when it's being used. Also useful if you want to replace a sound for an item or if you have an item with a choice of sounds (like if you have two versions of a sound sound you want to play)

CE now gets a unique white tool belt, exactly the same as a regular tool belt, just a re-skin.

CE also spawns with the new power tools and an experimental welder, CE will be the ONLY one to spawn with these tools, might make him a more valuable target for traitors. I figured this would be acceptable considering most heads are not antag enabled (i think)

Also i added a welding tool sound for reasons... figured might as well add some more sounds while i was reworking it.
2016-10-14 10:19:23 +13:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Cruix
ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
phil235
639ff5d161 Doors can now be attacked when clicked on harm intent. (they're currently indestructible so it's only cosmetic for now). I tried to make door code more OOP. 2016-04-24 20:39:30 +02:00
Nerd Lord
f7a2348ef7 Nar-Sie will now corrupt doors, tables, windows, and windoors 2016-03-17 16:28:26 -04:00
c0
f3ecb132ba Adds Alien Alloys 2016-03-12 15:06:03 +03:00
KorPhaeron
3f439b211c Abductor Airlocks 2016-02-21 00:01:54 -06:00
oranges
134a76cc8f Line ending apocalypse 2015-12-17 14:12:37 +13:00
xxalpha
e9e4ff735d Added maintenance glass airlock and external glass airlock. 2015-12-14 00:48:01 +00:00
Razharas
78c95ab035 Merge pull request #13317 from neersighted/airlock_electronics
NanoUI Airlock Electronics
2015-11-30 20:43:33 +03:00
Bjorn Neergaard
f214e547cb NanoUI Airlock Electronics
Also reworks a lot of the AE code.
2015-11-29 11:32:56 -06:00
Firecage
c933363062 Adds the toolspeed var and adds it to most usages of tools which has a timer 2015-11-21 19:24:14 +02:00
xxalpha
94f045b73f Merge remote-tracking branch 'upstream/master' into airlocking
Conflicts:
	_maps/map_files/MetaStation/MetaStation.v41F.dmm
	code/game/objects/structures/door_assembly.dm
2015-08-30 19:53:54 +01:00
c0
97b792bbc3 Changed some circuits paths to reduce copypasta 2015-08-30 16:58:13 +03:00
xxalpha
4ed1937168 Completed construction icons 2015-08-27 18:40:08 +01:00
xxalpha
382cd870aa Airlock construction icons
Removed leftover comments
2015-08-27 10:05:46 +01:00
phil235
0e91f254b9 Fixes a warning during compilation.
Removes some unneeded code lines.
2015-08-01 19:46:36 +02:00
SvartaSvansen
e12d47aab6 Centcom airlock assemblies! No more disintegrating airlocks! 2015-07-31 01:41:02 -04:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Iamgoofball
a8ec1c76df Merge branch 'master' of https://github.com/tgstation/-tg-station into graphics
Conflicts:
	code/ATMOSPHERICS/atmospherics.dm
	code/game/machinery/computer/computer.dm
	code/game/objects/items/weapons/explosives.dm
	code/game/objects/structures/crates_lockers/closets/fireaxe.dm
	code/game/objects/structures/musician.dm
	code/game/objects/structures/tables_racks.dm
	code/game/objects/structures/window.dm
2015-06-23 12:54:26 -07:00
phil235
e6dcabf245 Merge pull request #9960 from xxalpha/bass
Put drop_item() calls inside ifs. Replaced some drop_item() with unEq…
2015-06-18 15:50:35 +02:00
xxalpha
b2e84a0d3c Put drop_item() calls inside ifs. Replaced some drop_item() with unEquip( 2015-06-14 20:11:40 +01:00
kingofkosmos
c8d79e7034 Removed unnecessary spaces in these situations:
"span class = '" changed to "span class='"
"'> " changed to "'>"
2015-06-14 12:13:19 +03:00
Iamgoofball
c2256d41fc BAR NOW SHOWS UP ON THE OBJECT YOU'RE INTERACTING WITH 2015-06-13 13:58:08 -07:00
Firecage
f79e0fc1aa Updates more paths, for example obj/stuff to /obj/stuff 2015-05-31 17:48:33 +02:00
spasticVerbalizer
1468ad5b6f Heat-proofness now determined by the type of glass in the airlock 2015-05-12 11:33:21 +02:00
spasticVerbalizer
1cc928fac3 Makes the plasteel sheet drop when the assembly is disassembled without removing the sheet, grammars a comment 2015-05-11 21:12:18 +02:00
spasticVerbalizer
bccb7cb14f Standardized heat-proofing airlocks 2015-05-11 20:52:31 +02:00
kingofkosmos
a7bd5f93e1 "You hear something" set to italics. 2015-04-24 21:06:16 +03:00
kingofkosmos
1d14471d00 Ellipses to waiting messages. Warning-spanclasses to failing messages with an exclamation mark. 2015-04-24 20:50:50 +03:00
Orange Borg
0570ec92c7 Fix electronics check in airlock code
Because needhand defaults to 1 (on) it was always returning false as the item was dropped before the do_after check
2015-04-10 21:42:57 +12:00
Remie Richards
5fc7af7fbf attackby() now has an argument containing the parameters of the click that called it. Items placed on tables now center their icon where the user clicked. this is NOT true for racks, since racks look organised in their sprite.
Items reset their pixel_x and pixel_y values on pickup.
2015-02-19 13:02:43 +00:00
Boggart
ff17e083eb Fixes being unable to build doors over firelocks, blast doors and shutters.
As a result, any door with the sub_door variable set to 1 can have an airlock built over it.
Also fixes using a fireaxe to open unpowered poddoors and adds myself to the admins.txt.
2014-12-31 20:47:17 -07:00
hornygranny
3ad160f98e Merge pull request #6027 from fleure/airlockfix
Fixes multiple airlocks on same tile
2014-11-26 10:57:54 -08:00
phil235
1f4a071940 Fixing a similar bug with door assembly. 2014-11-24 13:21:25 +01:00
fleure
e8ca9ec224 Fixes multiple airlocks on same tile 2014-11-23 16:32:24 +00:00
Menshin
b77e2fc46a Conflicts solving 2014-11-04 20:24:52 +01:00
Menshin
cce46b39eb Fixes runtimes related to clown_ore -> bananium changes (fixes #5554).
Fixes runtimes related to security records (fixes #5552).
Changing the name in the security database now also change it in the general database.
2014-10-31 02:30:34 +01:00